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DW Tactical Marine

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DW Tactical Marine Empty DW Tactical Marine

Mesaj Scris de fourtyKANE Vin Aug 18, 2017 4:44 am

Tactical Marine

Tactical Marines are the most numerous of Space Marine warriors, and as their name suggests they are equipped and trained to fulfil the widest range of battlefield roles. Armed with the iconic Bolter, Tactical Marines provide the bulk of the Kill-team's firepower, which they are able to lay down in a devastating fusillade even as they advance implacably towards their objective. Most Battle-Brothers taking up service in the Deathwatch have advanced to the position of Tactical Marine in their parent Chapters, and so are Veteran warriors well versed in the many disciplines of war. Truly, there are very few enemies that the Tactical Marine has not encountered and defeated, and no battlefield holds any terror for him.

Class Features
Hit Points
Hit Dice: 1d12 per Tactical Marine level
Hit Points at level 1: 25 + your Constitution Modifier
Hit Points at higher levels: 1d12 (or 7) + your Constitution Modifier per Tactical Marine level after 1st

Proficiencies
Armor: Power, Artificer and Terminator Armor, Combat and Storm Shields
Weapons: All Imperium Weapons
Tools: Special Bolter Ammunition
Saves: Constitution and Charisma
Skills: choose three skills from Athletics (STR), Acrobatics (DEX), Investigation (INT), Technology (INT), Insight (WIS), Perception (WIS), Survival (WIS), Deception (CHA), Intimidation (CHA), Persuasion (CHA)

Equipment
Power Armor, Auspex, Specialized Boltgun, Specialized Bolt Pistol, Combat knife, Frag & Krak Grenades (2/2)


1st   | +2 | Leadership
2nd  | +2 | Inspiration
3rd   | +2 | Specialization Ability
4th   | +3 | Feat/Ability Score
5th   | +3 | Delegation
6th   | +3 | Specialization Ability
7th   | +4 | Feat/Ability Score
8th   | +4 | Commanding Presence
9th   | +4 | Specialization Ability
10th | +5 | Imperial Strike

Special Bolter Ammunition:  
-Kraken Penetrator Rounds: -1 to attack rolls, crits on 19-20
-Frag Rounds: Wounding, deals 1d6 of Piercing damage to all creatures within 5ft of target
-Hellfire Rounds: Acid damage, Poison - DC12 CON save vs 1d2 Con  
-Inferno Rounds: Fire damage, catch fire (1d6 Fire per round)  
-Tempest Bolts: Electricity damage, DC12 CON or be Stunned 1 round

Leadership - From 1st level onwards, as a reaction, whenever an ally you can see has made an ability check, saving throw or attack, after the die has been rolled but before the results have been announced, you may (as a reaction) add your charisma bonus to that roll.  This ability may not be used on the same character more than once before you take a short or long rest.  

Inspiration - Starting at 2nd level, you can inspire others through stirring words.  To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.  

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.  
You can use this feature a number of times equal to your half your Tactical Marine level + CHA modifier (a minimum of one). You regain any expended uses when you finish a long rest.

Tactical Marine Specialization - At 3rd level, choose a specialist field.  This field of specialization grants features at 3rd, 6th, and 9th level

Feat or Ability Score Improvement - When you reach 4th level, and again at 5th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 up to your default maximum of 20.  Additionally, you may choose one feat to gain or increase an ability score by 1, and increase its maximum by one instead.

Delegation - Starting at 5th level, as a bonus action, direct one of your companions to act. When you do so, choose a friendly creature who can see or hear you.  That creature can immediately use its reaction to make a single attack, or take a bonus action. The Tactical Marine can use this ability a number of times equal to his CHA modifier, per short or long rest.

Commanding Presence - From 8th level onward, whenever you take a short rest, you regain a use of your Inspiration ability.  Henceforth, the Inspiration dice you grant are increased to d8s.    

Imperial Strike – Starting at 10th, any creature that has an inspiration die provided by you, can use it to score an automatic critical hit on their next attack and add the die roll to damage instead.



Captain


Captains are masters of inspiring their team-mates, and pushing them to their very utmost limits.  

Honor Your Chapter - Starting at 3th level, when you use your Inspiration ability, you may grant an inspiration die to a number of targets that can see and hear you equal to your charisma modifier.  This still counts as a single use of the ability.  

In addition, if you score a critical hit against an opponent and drop him to 0 HP, the Kill-Team recovers a Command Point.

Heartening Words - From 6th level, whenever a character receives an inspiration die from you they receive a number of temporary HP equal to your charisma modifier.  

Follow Me Into Hell
- Starting at 9th level, your delegation ability may be used up to twice per round, and may be used as a reaction at any time in the round.  (Meaning you may use it as a bonus action, and as a reaction, or as two separate bonus actions or reactions if you somehow managed to get additional bonus actions or reactions.)

In addition, if any one of your party members that have received an inspiration die from you score a critical hit against an opponent and drop him to 0 HP, the Kill-Team recovers a Command Point.



Sergeant


Veterans of many engagements, Sergeants are leaders who have moved their way up the ranks by leading from the front lines, while striving to keep the people under their command alive.  

Hold the Line - At the start of each of its turns, any creature that has an inspiration die provided by you gains an amount of temporary HP equal to your charisma bonus.    

In addition, any creature that has an inspiration die provided by you can use his or her reaction to reduce damage taken from one attack during that turn, by the amount rolled.

Purge For the Emperor- From 6th level onwards, whenever an attack you make reduces a creature to 0 HP, choose an ally within range that has had an inspiration die provided by you during this encounter, it gains another die without costing a use of your inspiration ability.  This ability may allow a creature to possess up to two inspiration dice provided by you.    

Creatures that possess an inspiration die provided by you add your CHA modifier to damage rolls from their attacks.    

Break the Enemy - Beginning at 9th level, you may expend two uses of your inspiration ability to grant yourself and each ally that has an inspiration die (provided by you) the ability to make an additional attack whenever it makes the attack action.  This effect lasts for a number of rounds equal to your CHA modifier, or until the inspiration is used.
fourtyKANE
fourtyKANE
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